Mistmoore Catacombs

Quick Facts

Mistmoore Catacombs expeditions are triggered by speaking with NPCs in the Butcherblock Wayfarer's camp (a little ways west of the zone to Greater Faydark).

Beneath Faydwer's fog-clad surface, darkness flows through tendril-like tunnels. Shielded from the daylight, unseen and unstoppable, the children of twilight lie in wait. Vampires and other horrors move beneath the unsuspecting citizens of Faydwer like foul blood through a network of veins... with Castle Mistmoore as its undying heart. Will you be able to destroy this evil before twilight's arrival?

Morromid (Everquest) Terris-Thule -> Prexus -> now The Rathe Server The more extensive a man's knowledge of what has been done, the greater will be his power of knowing what to do. Benjamin Disraeli (1804 - 1881)

Me my dad and bro group all the time and we slaugter everthing in our path but still either ran outta temp or ran outta time in the missions so no sucessful advs completed yet this is our grp Warrior 34(me) Shamman 33 Druid 35 we've tryed getting more peps but it dont work no-one joins us I am on the Antonious Bayle i got transfered from venril Sathir

The adventure stone is an aug. It is restricted to the charm slot. By combining your adventure stone with a charm in a combine pool and placing the charm in your inventory slot for charms you will receive the benefit of the adventure stone.

By hailing different npcs your adventure stone will get an increase in ac/stats/resists/hps/mana/endurance after 10 wins in a theme. The increase caps at each camp after wins from 68 to 78. When you have capped each theme you will have a 9 ac/stat/resist 99 hps/mana/endurace adventure stone.

Next turn your adventure stone into a npc in east commonlands you get a wayfarers emblem. The wayfarers emblem is charm slot aug. Combine it with your charm and equip it in your inventory in the charm slot. The augment for the wayfarers emblem is 10 ac/stats/resists and 100 hps/mana/endurance.

I do high risk LDoNs all the time at 65, but will not try it without a good puller (bard or monk). It is not uncommon for pacify to be resisted in a high risk ldon, so a good puller is very important. My favorite groups for hards consist of cleric(me), bard(for pulls,mez,etc), bst or shaman(for slows/buffs), ranger(for snare/dps/track named), necro(for dps/twitch), and a paladin(great aggro control/undead dps/group heal). This has worked very well for me so far. Sometimes I can't find a bard and take a monk & enchanter instead of bard & shammy or beastlord. If you do have a monk pulling I think EC is the easiest dungeon for fd pullers, except for Halls of War(very annoying entrance to split). I hope this helps. Good luck.

Hi, i've been doing ldon's since lvl 20 and am now 27 and still get 1 Ap per successful adventure..Was wondering if anyone knew around what level of player or group the number of APs earned starts to rise and an approximation of how quickly...Thanks in advance for any feedback...

Does anyone know what kind of group you must have to use the LDON raid adventure? Is there a minimum number of groups? Is there a minimum group level? And are there high and normal risk? Is the time still the same (90 minutes for a win)? And what kind of points do you get? Would appreciate any information.

The information you seek is given by the Raid Merchant at teh LDoN camps. All you have to do is go up and request a Raid and you will get a msg as to what is required. I believe it is around 24 people for a Raid,but like I said check with the Raid Merchant at teh camp.

Well i'm level 56 now so it's a little differnt then lower clerics that play. I don't run out of mana and i hardly ever sit down. Yes thats right this cleric fights. These are the spells i have up and rdy at all times.

the whole time i'm helping to fight i keep an eye out on the main tank health when i see him low that when i heal. The whole time i'm fighting i'm casting yaulp v for the mana regen. i don't use my dd spell to often because with my summon hammer with the proc i can do more damage hitting then doing dd. Mostly use that for the kill if we got two or three on us.(also got a few items on me to make that dd more powerful) Oh and yea sometimes i pull wake of tranquility is great for any mobs under 60 it's alot eaiser to cast 1 spell have the whole room be pacified. Sometimes i split the pulling technique set up a hot key that say pull let the tank know when pull comes up there pacified so they go ahead pull the one closer.

In short iv'e been in many groups and it really doesn't matter what you have it's the players behind the keyboards. If anyone would like to see how i play i'm on the Innoruuk server. theres alot more i wanted to add but ain't got the time lol.

Was involved in a mid 50's HARD slaughter mission last night in Mistmoore Cats. LDON newbie here so keep the flames low.... First time in Mistmoore LDON for myself as the group's chantah (pally, monk, nec, sham, cleric, me). Noticed the following and was wondering if this was specific to HARD missions. Mobs could not be pacified by me or our pally. Spell would fail in mid cast and message on the order of "spell has no effect on target" was received. Also, the mobs could not be rooted (not sure about snare as SONY conveniently keeps chantah's from having snare - just sillly IMHO!) Also noted that when mezzing in a multi-pull (happens when u can't pacify/lull), that this acted as a huge aggro on the mob I was not mezzing. The mob would peel off the MT and head my way. Thank the maker for the cheap Rune III's I was using to give me that extra time to get a stun or short mezz off. Just wondering if others have experienced this or other oddities.

Pacify can be used if the level approiate spell. Or else what would be the point on getting higher level pacify spells if your a chanter?

I usually pull in every group, even hard Ldon missions. The only time i dont pull is in zones that mobs that duo hit or more then 1k hps. You are however right about alot of pacify resists. Alot of time i try anyways, and this is the strat. I find that if you cast more then 1 pacify on a mob after it is resisted, the mob will come running at you with the rest of whatevers around. which im not saying doesnt happen to me quiet often... however i usually have pacified the rest of the room already. The trick is to pacify one mob, if it is resisted move to the next, and come back to the one that just resisted you. I find that usually if you dont cast on the same mob 2x and come back to him it will work... If it doesnt start running, root one mez other... park slow fight...

2nd you usually cant stun hard LDON higher mission mobs... or in higher end zones anyways... Mez is a big aggro, but shouldent be on mobs that a tank has started taunting. Usually a good chanter will just let a tank take some hits first before blasting mobs.... best way to crowd control if you know a tank can take it is. for example on a duo pull. Mobs tagged by tank, 2 of them... root the one u want to mez, and mez it. Slow mob on tank, and keep other parked. therefore u take no damage, and the crowd is under control.

Being a level 58 Pally myself I can directly relate to this. Any mob that is level 56 or above can not be pacified. It wont let you even attempt to cast on them. On hard missions to however all mobs below level 56 can and lots of times resist paccy and aggro. There's just nothing you can do about it. 50-56 paladins are one of the best pullers for LDON along with bards of course. But after that it gets harder and harder. Paladins are becoming useless for pulling later on. which is fine by me.

aronnov 58 Paladin (Karana)

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**** hath no limits, nor is restricted itself to one place; for where we are is ****, And where **** is, there must we ever be. ~ Marlowe

The spell 'Pacify' is of no use on mobs greater than 55. 'Wake of Tranquility, which is an enchanter and cleric spell, will work up to level 60. Wake of Tranquility requires more mana, but will solve your problem. You will later acquire the spell Pacification, which is effective on mobs from levels 1-65. I have been told that Paladins ability to Pacify ends at level 55 mobs, which would explain why he was not successful.

Never had any problems with WoT but the long recast time and mana consumption really make it situational. Bards really shine pulling in adventures but if you can't get one I think the best tactic is just have the chanter CC adds. No enchanter LFG then bring an extra tank or pet class to help off tank adds.

I really like LDoN's because you can be successful with just about any group makeup the team members just need to know there roll and know how to play.

Had a very similar experience in a mid-50's group, hard adv, Pally puller unable to pacify. Pulled the room (4) sic-ed pet on one, attempted to Screaming Terror Mez the 4th. ST failed on all attempts. Would like to know if anyone has successfully negotiated this situation or if it intended as a raw DPS challenge?

-- Double Adv points? great until you consider you can do normals MORE than twice as fast.

-- Better drops? anything that drops in Adventures below lvl 65 is.. well.. junk even on Hards.. and at 65+ if you got the juice to do Hard LDoN's at that level.. you'd be better off in GoD zones or Elemental planes for drops

-- More exp? even on Hard setting LDoN exp bites since the nerf

-- Sense of accomplishment? ok I'll grant you that one

in short... save the hassle.. do normal ones and do them almost 3 times as fast

#NoobForLife,
Posted:Dec 27 2003 at 3:33 AM, Rating: Sub-Default, (Expand Post) How many people do you need to raid? How is it organized and allows all to enter? I know some friends that would love to try one, but we know nothing about it, please help me out and give me some info, thank you.

use the allakhazam searchengine and specify ldon items only (and no drop only). It shows drops and items from all ldon zones, but i doubt that there is a website dedicated to just only one of the ones with specific droptables and adventurepoint purchases, so in my idea this is the closest you are gonna get.

#Monyetman,
Posted:Dec 20 2003 at 6:58 PM, Rating: Sub-Default, (Expand Post) I have found, over my 30 or so adventures, that while group composition is not as important as group competence, there are a few musts.

SK (ME), Cleric, Bard, Beastlord, Rogue, Wizard for meon normal setting, beastlord slow and buff, bard pulls and does crowd control, I tank, and group has nice dps, or substitute a chanter for the bard if they Call of Druzzil

Of those I'd drop the Shadow Knight and replace with a warrior. If you want a chanter in drop the beastlord.

The higher level I get the less attractive hybrids become especially if you have a bard in the group who can do any job and provides invaluable support to all.

My favourite group is based on a bard for pull, tank, mesmerise, mana and health regen, slow mobs and haste, backed up by a cleric and four mages (of some description - Necros are good in Mistmoore but Wizards are generally better) one of these should be an enchanter for when things go wrong.

As long as the bard can solo pull with slows the wizards can destroy the mob before the bard takes a hit.

Trouble is that kind of group is hard to get. These days I'm happy to take any six as long as they know what they are doing have adventured successfully with just 2 bards and a ranger for healing.

Yep all in all I guess what I am saying is that a good Bard never goes amiss, the ability to cast on the run is THE invaluable advantage bards have over all other classes.

#NoobForLife,
Posted:Dec 27 2003 at 3:27 AM, Rating: Sub-Default, (Expand Post) As a higher lvl group, it is up to the dungeon. One of the best types of groups there is is a 2cleric and 4tank group. Both of the clerics heal only. You can possibly chain pull even at high levels with this. It is just what I expierinced so far, as well as some friends of myne.

Who needs a healer or a pacifier when you have infinite dps? Substitute a ranger with virtue for one of the beastlords and a healer for another if you must...but you don't need a healer if all mobs are dead after about 5 seconds. Just a thought.

In MMC I have noticed, with my 37 bard pulling, that the creatures with the largest aggro radius are the shadow creatures and the ones wearing the dark cloaks. Their aggro radius is easily half the size of a large room. If you pull anything else within their aggro radius then the hate list will transfer to them and they will come.

The ones with the lowest aggro are the bare, grey, skinned ones, the werewolves and the mummies. I can be standing just about next to them and they will not aggro right away.

The tornado looking mobs have an aggro range that is pretty large, too.

Spiders have a low aggro range but I admit to not having had too many encounters with them to be certain.

If someone one pacifies there is no doubt about a warrior being the best puller. Scrap the pally and bard, why bother making someone peel the mobs off of them when a warrior can pull just as easy and take all the hits.

on high end ldons bards and monks are the best pullers in the game. the reason for this is no down time. pally might be able to pull good on a normal IF he or she can pacify the mobs otherwise the chanter or cleric having to do pacify in every room is a waste of time and mana. as for pallys and sk's being the best tank i disagree there too. first off a warrior can out tank a hybrid any day. secondly warriors with disciplines and AA's can taunt and hold aggro MUCH better than any other class. granted a pally's stun does quite well for aggro but if mez breaks or is resisted on several mobs that add into the battle(or theres no chanter or bard) , a warrior with enough AA's can AE taunt all the mobs and save you little caster buts.

I disagree, Rangers are the best puller I have come across (as long as they know there job!).

Chanter or whatever soothes, Ranger snares target, pulls back to safe spot plinking arrows into mob, 5-10% of mobs HP already. Tank wades in. Rangers can pretty much tell what is in the next room if they use map and track.

The worst thing about LDoN is grouping with strangers, there seem to be a lot of people that don't know how to play their class, it gets messy. My 'ignore' list is growing at quite a rate!

Agree with ya about Rangers being great pullers, not sure they are the best, not sure who is the best now that pacy has been nerfed. Ranger pulls with snare or bow, takes to MT, then jolts to give up aggro. Cleric then only has to heal one tank. I usually heal myself when I get low enough. Warrior pulling also makes sense, since he can pull with bow just as well. And like the man said, then he doesn't have to work at getting aggro. Monks make great pullers, as do Bards.

As for the strangers comment, again, cant agree with ya more. As I group with more and more people who are very good at playing thier character, my friends list grows. So, very rarely now do I get into a group where I dont know at least one or two of the group.

My standing on a good group would be, a MT Warrior, a pally for kicking the crap out of undead with the spell insturement of nife i can do 250dmg when i hit undead, a cleric for healing and other undead blasting spells, rouge for DPS, an enchanter for clerity for the cleric, and then shammy, or druid for dots and other things.

Hagoth "The Rainbow" Holypants 35 Paladin of The Rathe Ferdok 12 Druid of The Rathe

and the last two spots get filled with just about any types. We've had warriors, rangers, druids, wizards... you name it.

With this group, I rarely fail LDON adventures, particularly in MMC. Last fail was a bugged assassination, where the boss mob was standing in one inch of water, and that caused all the heals not to hit the tanks. Otherwise, we roll thru the place.

The best ldon group is the one that wins and keeps their exp/aa bar moving....

I have had the most success with a SK for MT (They are AWESOME at keeping aggro), Rogue for DPS, Cleric (we all know why), Bard for pulling and speeding/buffing (note they do better with me when they are playing an instrument, Beast or Mage for DPS and free 7th group member and of course a good ol shammy for speed/slow. I have had success with many different group types though, but when I am recruiting thats my dream lineup going in.

I have a question. I have read a lot of threads on items and such that say that normal setting on raids in LDoN is aimed at elemental equipped guilds. So does that mean that all of us that haven't reached that point are out of luck where LDoN raids are concerned? If someone could clear this up for me i'd appreciate it.

After doing 30 or so adventures, there is still one thing in the setup that I am not sure of. If you select the normal setting for difficulty, is this normal difficulty for the average level of your group? the requester? highest player in group? lowest player in group?

I ask because I made the mistake of asking for a harder adventure the other night with a group that was mostly mid-30's but had a couple of low-40's. The dungeon we got was way too hard for us. Everything conned red to myself(36 pally) and our enchanter who was level 38. This makes me think that the dungeon generated was a level 45. At the time, I thought difficulty was set based on level of requester (36 for me at the time), but now I don't know.

Does anyone have a clue on this? It's frustrating because I've been in way too many that were too easy for our group, but don't want to repeat that disaster.

the zone itself.. and the mobs in is are calculated based on the average level of the group members.. it doesnt matter who gets the mission

the fact that you had such a large spread of levels (making the average roughly 40 probably) and the fact that you chose a Hard type.. its not surprising that they were yellow and Red to your lowest members

to be safe travel to all the camps and hail every npc there.....generally the npc's that do not have a title under their names are the correct ones to speak to.altho in there r others to speak to such as the chick in corner near bb zoneline....inside gfay...and the chick in ec secret tunnel near the pok book.generally every 2 wins you need to speak with one or more.......

The third NPC you talk to for MM LDoN powerups is Elwinn Prelliaen Located at 740, -590 in Lesser Faydark. He is almost due south of the zone in from Gfay standing on a hill south of where the trail splits to go west or east to the Steam Font zone line.

Here is an idea for a dungeon. How about one of all pure casters? I did one in south ro where we had a clr(me), a mage, necro, enchanter, and 2SK's. The SK's both went LD. One went LD before we even entered the dungeon while the other went LD soon after we zoned in. We compleated the adventure with about 2mins to spare. If we had 2 more casters, like a wizzy and another class with a tanking pet and had it more organized for such an event, then we could have done it just as fast or faster than a normal group. If anyone would like to join me in this trial on XEV, just post a replie or if you want to add something, I encourage you to.

Ok, with a bunch of wins and losses under my belt, I have the following info to pass along...

General rules of thumb: MOVE! KEEP MOVING! DO NOT STOP!

In LDoN it's real easy to simply evac to entrance and run back vs fighting a lot of adds at the same time and having healer(s)/mez'er(s) go OOM from a single big fight.

Keep the pace quick -- NOT fast but as quick as you can. Don't stop until your healer screams and you can win almost any mission you set your mind to trying.

With respect to mez'ers.. Trust them to do their job -- Mistmoore has a lot of undead... This makes Necromancers extremely nice to have around to mez and slow critters. Yes, any mez class can get waxed real fast if they fail a mez or 3 but you need to trust that they can and will do their jobs and not worry overly about them failing on it.

CASTER TIP: Bind at entrance to your dungeon.

MELEE TIP: Get bound at nearest place to dungeon entrance you can -- GFaydark zone line is nice...

If you get killed, run in, loot your body (all execpt 1 item), buff up and keep going. You can get a rez after the dungeon is over -- for lower level folks, it isn't that uncommon to find a higher level rez person just resting after a dungeon or heading in -- that will 'click' you back once you are done so you can often get a higher amount of xp back than rez's during the run by whomever you have that can do this.

I've been killed 3 times with my Enchanter on a dungeon and we still won. I've had ENTIRE group wipe and still won. Don't lose your head if you get killed. Just be prepared for it by being able to get back into the dungeon quickly. NOT being able to get back fast, by myself and others, has cost me 3 losses.

Mission Types and easy of completion:Slaughter = Easiest.

There is no easier mission than killing everything you see as fast as you can. These are the easiest missions to do.

Collection = varries.

Low item counts can cost you the win. There seems to be a 120% items scattered across all the monsters in the dungeon so if you get a 20 item collection run, there are 24 items in the dungeon. If you get a 30 item run, there are 36 items in the dungeon. If you think 6 items vs 4 isn't a lot, you try killing 100+ MOB's and failing with last MOB dropping an item as timer expires... That was extremely annoying.

In essence, a collection is a slaughter mode (kill everything) to try and find the items you are looking for ANYTHING can drop it (it may say skelly parts but spiders and the like can drop them). This includes killing stuff in dead-end areas.

Assassination: Sub 55 = Fairly Easy. Over 55 = uph! An assassination is a tricky run. We got to boss, killing everything on the way, in 23 minutes once. Hit, got waxed (well buffed MT got charmed and proceeded to slaughter everyone in group <grin>). came back and tried 2x more times -- with a lot of prep work (load up buffs, strip a few front ones to make room for DOTs, charm, etc... to be recanted) and got waxed again (enchanter boss... since when does an enchanter hit for 350+ a hit AND quad???)

Lower level fights were MUCH easier against bosses but low to high 50's... watch yourself in choosing this type.

It is best to have someone who can pacify along. You may need to bypass rooms to get to boss in time. We bypassed some long halls and rooms full of critters to take boss on a couple times -- sliding past many creaters and fighting next to them while we fought the boss...

Rescue = Tricky at higher levels.

You really need to clear the MOBs between exit and the NPC being rescued. On the 3 runs of this type I've done, we have won all 3 but... Very good groups. Make sure you get wanderers as you go also. The NPC, on all 3 tries/wins, con'd green to us and I've been told that it will drop FAST if anything aggros it.

Special Notes on classes:

Paladin puller is exceptionally nice. Pacify and Stun are the prefered pull tools. Stun keeps pulls focused on the pally and pacify keeps 'em comming in 1 at a time. Don't pacify EVERYTHING. Just what you don't plan to pull. I've seen a paladin just start pacifying every mob in a room and then pull closest without any regard for the fact that only 4 of 'em were close enough to react. the 3 he didn't want could have been hit then the closest pulled.

Bards are my second choice for puller. Their famous mixed bag of tricks makes them well suited to this job and their ability to mez and charm adds, as they happen, is especially nice.

General Caster Advice:Avoid AoE spells as much as possible. an AoE can and will wake the victims in this dungeon. This incudes the Enchanter AoE Mez spells.

Necromancers -- a godsend in Mistmoore. A necromancer can group heal, mez, slow (better than a shammy or enchanter vs undead), have a nice tanking pet and, if main healer gets LOM... well that's an old skill of their special fame. For a while my enchanter "wouldn't leave home without one!" for MM dungeons... <grin>

Enchanter -- if they know what they are doing they can make these dungeons massively easier. If they don't... Ouch! Get a pet up. Don't worry about hasting your pet. Just get it going to help if a critter doesn't mez. If your MT is having issues keeping aggro, try buffing their aggro or debuffing aggro for the melee taking it from them. If the main healer is running OOM too much, treat the MT like a pet... have 'em dump their str buff and you str-rune buff them. With a necro and my enchanter, using str-rune combo buffs, we did a dungeon without our cleric (LD on entry to dungeon and never came back).

Melee classes -- for those that group alot, they know -- you don't steal aggro from MT. For lower level chars this is crucial... Splitting the main healer's efforts to keep others healthy will lower their mana much more quickly than simply focusing on the MT. If you get aggro, take a step back and/or turn off auto attack for a couple rounds to let MT get it back. If MT still can't keep aggro, switch weapons or dump haste. It's better to hit slower and/or harder than it is to have your AC trying to keep your HP up vs that tank... losing 30% to 65% haste isn't so bad if your healer can keep the group moving vs OOM mana breaks every 10 to 15 minutes.

For pet classes: Keep an eye on adds. if an add hits, use pets on the adds. If the add gets mez'd pets will drop off the fight instantly. If not, your pet can keep that caster alive a lot of times.

For healers: Keep root loaded. If an add jumps you, root it and step back. If you can't do this for some reason (speciality spell loads, etc...) have group assign someone root/park duty of adds for you and part of their job is to keep an eye out for your health bar.

Pure casting classes with the Bind Affinity spell can bind themselves anywhere, with a few exceptions. Other classes cannot cast the Bind Affinity spell to bind themselves anywhere. They are limited to being bound at cities, and a few other areas, by either a Bind Affinity casting PC or a city's Soulbinder. So, generally, a pure caster would be able to bind outside a dungeon but the melee could only be bound in the nearest city, much farther away. That's just the dynamics of the game.

In regards to LDON, it would seem moot because, I believe, everyone active in an LDON adventure spawns in the same place outside the dungeon upon death.

The way i normlay do it is have A warrior pull (me). Before i pull i have an who ever can pacfi to do that, then i pull, before the mob is killed i have the pacfier go back and pacfi we keep this up like that and get about a kill a min.

I've been able to do an MM on in 30 Mins. I also have done an MM one with 1 warrior, 3 rangers, 1 druid and 1 monk. We whiped once, but we finshed with 10 mins left. I belive we where truly lucky, as i for sure thought it was over after dieing 2 times.

Ok~ In response to the Paladin pulling instead of the bard...I gotta disagree. If you've got a paladin in the group he's MT 9 times outta 10. And if you've got the MT tanking, pacifying, AND pulling, your taking WAY WAY WAY too long to go through that dungeon. If there's a bard in the group, he's puller, hands down no questions asked. With a manaless lull, manaless DD spells to pull with, snare, eye of zomm if he's got the ss helm, and the ability to chain pull for the group makes bards the absolute best pullers for dungeon groups without question.

gonna have to agree there. I tried it with the pally doing exactly that. We did fine hunting and keeping going but at way way too slow of a pace and lost the mission. Don't let the pally's pull unless you have like 3 of them.

i always pull when i am in LDoN and i do fine thanks usually getting a 1 mob per min drop rate and all i do is drop aggro to the MA at 20% and go get the next. works fine esp if the DD'er <wizzie etc.> is on the ball and wipes the MA's mob as i bring the new one into the Group.

my frav group set up is as follows

Pally<me> Warr Cleric Chanter Pet class Rogue

i have only lost one with that combination and that was to a Chealing Stun resisting Assasin mob that had gated/ Chealed and then brought his friends to the party <not a good day for us lol>

One thing that I have become increasingly aware of is that some missions are not for some groups.

My example that I want to place here is Assasinations. I have noticed without exception, that the Named Main Mob will always have a group around him or her. The higher I go up in lvls, the more in the group around the Named. If you do not have Pacify or Mez, do not attempt assasinations.

I am very curious to hear what others may add to their experiences with other type missions...

Anyone successful with a rescue yet? How did you do it?

On collections, does anyone else think that a possible reason for such a high failure rate could be the result of the groups inablity to safely open chests?

Don't open chests until after you've completed your mission. Even if you have all the right spells for the particular type of chest, don't waste your time - the mission is more important.

The correct procedure is, first sense traps. Rogue or Bard can sense mechanical traps. If they get "you cannot disern" whether there is a trap, then someone with a magic or curse based spells can try the equivilent. If a rogue attempts to disarm after receiving a cannont discern message the trap can go off. If trapped, disarm according to type. Then pick lock and/or open.

I haven't noticed any particular group makeup being any better at certain missions than others. I will say that a group that has good DPS and keeps moving usually succeeds. There are exceptions, especially collections. If you clear everything up to Boss Mob on assassinations with plenty of time to spare, then you can take that very important med/heal break to prepare for that room. Rescue missions we tend to treat as slaughter missions. We kill everything inbetween us and the hostage. Then its simply a walk back to entrance. I simply turn on my auto map function (dont have maps, too lazy to download), and when its time to leave, we follow my line out. Assassinations have only gone wrong for me when it was an enchanter mob. Goodness that was a nightmare. I was the cleric on that one, and had our two rogues charmed and beating on me. It was kind of funny, so gave Verant a thumbs up for making that one challenging. We still won, and I forgave the two rogues. I have had a few failures at collections and there aren't any common factors in the failures. We owned a dungeon and were killing pretty quickly, but just couldn't the collection item to drop. We couldn't even collect enough of them in the overtime period for booby prize. Probably the reason why so many like the slaughter missions the most. Just hack and slash your way to the requisite amount of kills. Your going to do that anyway with the other missions. I agree with another post elsewhere that there really isnt a group composition that will guarentee success.

I thought I would add one other thing that just occurrd to me, I have been playing mostly in MM and Takish (a beautiful series of dungeons). The strategies did slightly change for both. In my two encounters in Ruj, I found Pack Shrew almost essentail for all the running we did. So is it just me, or do you need different groups for each of the 5 series?

Well today was 0 for 2 on collections. Missed a 20 and 28 collect by 2 pieces on each. Was 3/0 on assasinations and slaughters. Same group on all and we did both slaughters with 50 min to spare and cleaned out all the mobs in the 30 minutes we had after adventure completion. So yes we had plenty of DPS. Collections definitely still bugged with not enough drop percentages, I will cross them off my list of to do's for now.

Having had so much success with collection missions, I wondered why so many folks objected to getting one when requesting an adventure. Last night, I found out why. Everytime prior to last night, we always moved through the dungeons while collecting. Last night, the group decided to stay in one room while a puller trekked all through the dungeon pulling to the room. This method wastes a lot of time and we did fail as a result. I highly recomend that if you are going to do a collection mission, that the group stays close to the puller and moves though the entire dungeon (much more exciting that way too).

So i completed 10 adventures and all i get is +1 mana and +1 HP to my adventurers stone ? Anyway, I have my stone bound to my agility charm. My question is when or how does the charm increase in power ?

Me (a 23 Shadowknight), a person named Angeliic(26 Paladin), and a person named Flipey (26 Cleric) (levels of friends are estimated)practically trio'd a dungeon here (namely a collect mission in The Chambers of Eternal Affliction I think). We started with 6 people, but first a Enchanter stormed off (about a loot that dropped off a named and Angeliic said would be handled later), and the other two went LD. This was about 4/20 of the items into the dungeon. After all of them left, I had my doubts, but they reassured me and we got a success! Our only aug dropped in the beginning, and Angeliic got it, and it was a +2 Str Aug, which isn't too bad. Afterward, we went to Felwithe to split (not sure why I was not KoS), and we got to know each other a little better. We all added each other to friends (except Angeliic and Flipey adding each other, as they were already friends), and they got me into their guild. Was overall fun, and we all got a better split, so ;P to you, Mr. Chanter.

Well, I have officially changed my mind of what the perfect LDoN group is. I thought a Bard was the best puller. Nope. I thought a Cleric was a must. Nope. I thought you had to have at least 3 Tanks. Nope. I have now done successful adventures with all kinds of group compositions. I have had Pallys, Bards, and Rangers as pullers and they all did a great job. Had both Clerics and Druids as main healers and that worked well too. I think in the end it all comes down to each class playing its role properly. You all are probably saying about right now: Well duh!! I have also been in a few nightmare groups where everything just plain went wrong. Groups where 3 characters rush off and pull at one time. Groups where characters rush ahead of puller and aggro way too many mobs. LDoN has made all classes worthwhile to play. Nice job Verant.

Very true. no matter what type of classes you have there is a chance for success based one how well you know your class and how well you know the dungeons. If your group is a horrid mob of 3 pullers pulling from 5 dirrections while the cleric is oom and the slower is afk then your not going to do well. But if you just stay calm and play as you know how. If a new problem arrises tell it to the group and try and get it taken care of as quickly as possible. These dungeons are fun, but also a test of skill.

I absolutely agree. You can have a very wide variety of groups and still be successful as long as everyone single person in your group knows their role in the adventure, right down to the pets. I have had many kinds of groups, from almost pure melee to almost pure caster, and all have succeeded because we get things straight from the start.

Before you even enter the dungeon, I suggest getting a few things clear. Designate a MT, ML, and MH right off the bat. Then discuss how you are going to pull (this can vary based on classes in the group, e.g. bard or pally or chanter). Also go over how you are going to decide on loot, /ran 500 is my favorite.

After that, make sure that the MT has an "INC <target>" hot button, and all the supporting melee's have an "Assist" button on. Also, a "Healing <target>" button on the healers is handy to avoid canfusion if there are more than one.

Other than that, as long as everyone knows exactly what their role in the adventure is, success is all but garunteed, IMHO.

I agree, people knowing their classes is the most important ingrediant to sucess.

I did a couple with LDoN's with this mix of high 50's - Druid, Shammy, SK, 2 Pallys, and Monk. The mobs dropped so fast my druid only had to use her C-heal half as often as usual, and spent her remaining mana on debuffs/nukes. We blew through an assasination with about 20 minutes to spare, then went on to do a collection on "hard" that was easy as pie.

The next night a similar session with different players was almost a disaster. The puller was overaggresive and ran out of spell range, the MT was using the wrong weapons to hold aggro off of the casters, pets were not controlled properly, and one tank kept taking bathroom breaks every 3 minutes the entire time. It was a miracle that we finished in time.

#NoobForLife,
Posted:Oct 03 2003 at 4:05 PM, Rating: Sub-Default, (Expand Post) Well, I did another one, and I compleated it again. Does anyone read these? Oh well, here I go! We had 2ench(i was 1), 2warrs, 1druid, and 1 ranger. I binded my self out side right out side and someone (i believe the ranger) said dont worry, no one dies on my watch. This made me feal good and confident in the adventure. When we 1st started I knew this is going to be harder than the other ones some how because when I would cast a spell on a mob to lower their magic resist, they would come after me. So I would try to mez them while they were hitting me, this worked sometimes and others it would cause me to have about half life in the end and have to call for help. This sucked but it was the only way I could mez them. I was sometimes weakining. I was always mezzing though, the other ench was not helping with that part but I said in the begining that I would do all the mezzing. But when I would see that they werent being weakened sometimes, I would take on this role too. It didnt matter, I had alot of mana anyways. But we rolled through fast with no problems. Until the ending when we were resting at the boss spot, and just waiting for the druid to get fm. But someone did something to agro them. So we had 4 mobs in all and that includes the boss. I dont know who agroed but We almost died. I was trying to just mezz with out weakining and this is because I cant have 3 mobs on me while they r tryin to kill the boss. I was able to do it to 2 of them, no prob, but the 3rd wouldnt be mezzed. At this poin the druid died. So I called for help. Someone came and got it off of me. Then a warr died. The boss was just above 50 life and I thought we were screwed. But some how, it died, I think its cause I finnally had a chance to weaken. And once it died, it flashed that lovely sign that it was compleated. Once that was done, the warr and I both died. And then all were dead very shortly after. I was happy that we compleated it more than upset that we all died. I was the only one that binded and I just laughed becuase I didnt want to go in alone, so I waited about 10-15mins for everyone else. I didnt mind that I died cause I know most everyone did the best that they can do and so we most all went in, the other ench waited out side for someone to rez us(90% rez, very nice and I thank you for that). We killed a few more mobs but the healing was consistently needed and this drew alot of mana from the druid. So once we were in the middle of our last mob in the area, we were pulled out and this was convienent cause the druid was OOM. I was wanting to do another adventure with a friend but it took to long for the rez's and for us to split all the $ so I told my friend that I am sry but I couldnt since they didnt have everyone together that they needed. But one thing that I was happy to learn was that one of the people in the group had the other ench from my previouse group in their guild and said really good things about me and recomended me as a good member. I am always glad to hear that I did a good job and

just wanted to thank you all fro the info! i have just started adventuring and now have a clue as to what to do in there. of course the people who break mez while your cleric and enchanter are running out of mana healing and remezing will always be around. just remember their names and if they show up in your grp let the others know and set ground rules hehe like they will listen

Go to the Wayfarer camp where you've won the 10 adventures and hail the NPCs (cant remember which one was the specific NPC to hail, but you'll find the right one quickly). It should tell you to talk to the specific NPC again for more information.

Repeat this several times and when you've learned enough new info, you'll receive a small bump on stats -- i think it was like +2 hp +2 mana or something depressing like that.

Supposedly, after every 10 wins in that camp, repeat the hailing process for more stat bumps.

Perhaps im just missing something here but why does everyone want to do the Mistmore LDON so bad all the time? Seems nobody is interested in the others like R. hills etc. ive done few others and a slew of the Mistmore ones. So many now in fact im getting a bit tired of the lack of variety. Is there something with the faction thats so important? Is it just a convenient location to meet up and request an adventure? Ive even had people leave a group just before requesting the mission when i mentioned I wanted to get something other then Mistmore. whats the deal here? Anyone? If this is not for a specific reason then please,please,please share with others there is elsewhere to do LDON rather then just here in Mistmore. Im speaking only for my experience on Rallos Zek. I wonder if its like this on all servers too. :)

The simple, quick,easy answer to your question is that the Mistmoore LDoN's are by far teh easiest in the game. There are several reasons for me saying that. 1) The mobs are in plain sight 2) The rooms are larger, giving you more room to work 3) Visibility--Mobs are not the same color as the background---Everfrost LDoN;s being an example of working blind 4) Felwithe, Kaladim seems to be home to a majority of the characters, where EC, N RO, S RO,do not hav major towns in them 5) Safer to run through GF and LF to get to dungeon than it is to run through NRo and Oasis, you take dmg from falling down sanddunes,while under the influence of SoW and Bard SoW. I know there may be other reasons that people can give for doing Mistmoore LDoN's over the others, but that is just what I can come up with.

I have 5 toons that have done LDoN and 70% of my failures have been in LDoN's other than Mistmoore. Yes I would like to do other LDoN's but finding a group that is willing is a small problem.

From what I have experienced, the MM zones are MUCH easier than the others. I know they are supposed to be the same, but they are not.

I have ventured into every LDoN zone with various class toons ranging from level 22 to 65 and, so far, I have succeeded in every single MM adventure, while failing about 90% of the other dungeons.

I understand that a lot of this has to do with group makeup, and because more people hang around in BB, one can be more picky with group invites... yet, somehow the other zones seem to be harder, by far, than MM. The mobs in those zones are harder to single pull, more resistant, higher AC/HP, hit harder, etc.

This is a lot like Tier I PoP zones. PoJ is the easiest, followed by PoI, PoD, and PoN.

I started to notice that also. Today, I was traveling around finding 1 and when I went there, it was full of people lfg for ldon. I dont know why, sry about that, but its like that on Xegony for some reason. Well, I hope this helps.

Basically what ive seen is that mistmoore serves purpose for those many undead only spells and such and that most of my adventures there turn out to be the most profitable. Not to many surprises with them either, like the casters and such in Guk will have damage sheilds and many adds form in rujarkan. IMHO though i dont see why not go to the other zones, ive had fun in all of them(some less than others) but i think it just happens to be the spot for all the cool people for now, wait a little it might change.

I can only hope so. On a PVP server, who the heck wants to stand around in Butcherblock like a heard of sheep waiting for the wolves (PKs) come by feast on you. Maybe everybody will soon just use POK to form them. That way buffing up is more practical and then going to draw a mission. Right now we form groups and then all go to buff up anyway before we start. Otherwise you get buffed 1st and then waste time while you form a group to leave, causing that temp/aego/virtue to fade 1/2 way into the dungeon. hope your right and this changes.

One thing folks will appreciate in MMC is that there are lots of undead. Rogues cannot pick pocket undead. Why undead don't have pockets and willowisps do is a mystery that will likely never be solved.

We had 1ench(me), 2shammys(healers), 1bard, 1pally(main tank and puller), and 1warrior who kept becomming LD. We joined up and when I found out there was no druid or claric, I wanted to leave and try to find a new group, but I saw there was a shammy that I grouped with before and knows how to heal good when needed. So I stayed and started to have trust and beliefe in us. We kept declining cause they were collections, so we gave in and off we went. We arrived there and once we got in, I was slowing them and we were very ahead of schedual. So we just kept killing as we went, I didnt have to do much, I felt bad, but I was still needed for my c1. The pally was able to pull most everything by ones. I just started nukng cause they wouldnt be alive long enough for the slows and weakens to really be worth it. We nearly whiped out the whole dungeon since we compleated our adventure with 20 mins left. So we kept in there and tried to finish it all of them off. We cane down to the very last few when it gated us out. I figured that the only reason why we did so good is cause everyone was super twinked. So if you have a group such as that. An ench can help, of course, but think about possibly another class, like a wizzy or mage perhaps. Well, if yours is not twinked super, then an ench can surly help.

I'm an enchanter and all of the groups I've been with (never been without a pally) have always only ever pulled 1. I've found that after my slow lands the mob is usually dead in less than 5 seconds. So after making sure all mind buffs are up and everyone is hasted, I find myself pretending to be a wizzie and nuking. Never had any complaints about it either. Mobs drop awful fast.

I am also thinking about doing it for Xegony, I have alot of ideas for it, but I am looking for some people that can help me organize it. I am looking to start it in either Xev and/or Xegony servers. This probly wont be a guild of hardcore adventurer's so much but one of people that are good and trust worthy at it. I dont care if your in another guild, then you can have your alts in this one. I am also goin to have many allie guilds because of my friends from them. If someone if interested in helping me start one, or if you have one beilng built. Just send me an e-mail to eq_4ever@hotmail.com and I will then tell you my name on which ever server and we will get together in there and talk :) Well, I am hoping to get much support in this, also just e-mail me if you have suggestions or you just want to join or something :P Hopefully I will get this goin with in the next couple months. I can probly get some support from some beta friends that are grom Grey Counil (on Xev, 1st guild eveR, or so I am told) Well, talk to all of you soon hopefully! :)

Yes I agree that the most accepted method is to race to 65 and aa. I dont reccommend going with the flow if you want a better balanced character though and to have an advantage over others in LDON and those in range to you in PK. Yes Nixoh , I probably should have clarified the Uber Pk Epic thing. On a PVP server players who have gotten their epic have great advantages over those without. As well they can hit for massive dmg and typically are developing AA's which can hurt ya even further.In all candyland servers going to 65 1st probably is a good idea. You havent much to worry about. But on RZ and other Pk servers. Life above 55 can be brutal if you get into range of lvl 60 players that can whoop your arsh in a snap and you have none of the develpoed skills or gear to deal with it. What you do own will get stolen and you will be frustrated and unhappy. Now at 55 they cant touch you. Developing AA's there gives you more ares to exp that arent crowded and also builds your skills better in the event you get attacked. For LDON you will be better developed and once you do choose to pass 55 you will be at par with others during your rise to 60 and above. Further more, the benefits of Run 3 and regen 3 and flowing thought, Spell casting mastery , and fury cannot be overlooked. I never need sow in in ldon ever. I regen better to save healer mana and i use less mana and mem faster so i never am ever oom in LDON when you need to keep moving always. Last when your 55 and aa fury is giving you 1700 + ice commets with a gallenite bracelette on your group only needs to get a mob to 60 % and its gonein 1 nuke and maybe a stun shot to finish it. Ever try dealing with a bad healer mob in LDON? or 2 at once. Yuck. This ends that problem. :) ok hope my windy message helps. 55 Mistress Wizard Rallos - Zek

Twas early Sunday evening and I heard an OOC by a young druid looking for melee for he and his cleric friend. I, having been in my 39th season for way too long,decided to see if I could be of assistance to the young lad, join his party and hopefully increase my skills and aquire a bit of experience along the way. He agreed and we met at the newly founded Wayfarers camp in Butcherblock. Soon we were joined by 2 Rangers and then a Bard. Our levels of experience ranged from 39-45. I admit that at first I was a bit apprehensive having not an Enchanter nor a Shaman in our party. But my fears were soon put to rest. As of this writing, this has got to be the best bunch of folks I have had the pleasure of grouping with. We started a mission to collect in Mistmore, and suceeded with plenty of time to spare.We then decided to xp for the remainder of the time we had left. Afterwards we took 5 (ok ok...15 ) and went back to Mistmore again. This time we ended with 30+ minutes to spare. Weary and hungry, we all agreed that it was time to go back to our humble homes (RL) and dine with our families, etc.....and all met back one hour later for yet another adventure in Mistmore...again finishing with 30 minutes to spare. I believe in the course of our journey, all aquired at least 150-200pp, at least one augmentation or decent loot, and an increase in level. I for one started this journey with but 7% into my 39th season and camped that evening being 40% into my 40th. The loot wasn't great....4 points for suceeding was a bit disappointing....but the experience gained and the 5 friends I made had to make this one of the best times I have had in Norrath.

Hail to Klawsongg, Ryuxi, Corni, Marinna, and Beerbelly. May Tunare Bless You.... and hope to meet you again soon.

From what i know your points stay the same when you fail (I dont know what they did in the last patch so I cant confirm this). It just basically takes your leaderboard standing down and such. All my failures before the patch didnt seem to affect anything.

Today, I was trying to do an adventure with my 32 enchanter, but when we arrived a the dungeon, it wouldnt let us in. It was saying there was a mystical power, or something of the such. How can you avoid that, and why does it happen?

We had that problem one evening. Tried multiple adventures at Everfrost camp, with same message. We then went to another camp, and were able to get in, EXCEPT for one member, who was level 60. Our lowest was 53, so it was a 7 level range. All the rest zoned in (mistmoore) and when the 60 pally tried, he got a "you are not needed here message".

1. If you are an enchanter who knows how to mez, you get groups really fast. It's like guk again, or seb, instead of this latere expansion everything is a giant so nothing can be mezed crap.

2. You can tell who leveld up without learning the game. When a level 65 needs directions to lesser fay from butcherblock, after not being able to find that, you can tell they either ebayed or made their character and then ran for the moon.

3. My equipment once again is increased according to my sucesses, instead of the sucesses of 50 other people.